•Note that the Catalyst Control Centre Switchable Graphics UI must be used to select between the discrete and integrated GPUs for each application that the player wants to run.

Support for ‘Virtu MVP’ Desktop Switchable Graphics:

•Virtu MVP is a common OEM-installed application for selecting GPUs in a multi-GPU desktop configuration e.g. a desktop with an Intel integrated GPU and a discrete desktop GPU – both typically routed to the same motherboard display output connector.

•We now correctly detect and report the correct GPU used in this scenario.

•Note that the Virtu MVP Control Panel application must be used to select between the discrete and integrated GPUs for each application that the player wants to run.

•New option in the Advanced Graphics Settings menu, for selecting between graphics cards / GPUs when more than 1 is available.

Support for multi-GPUs with multi-monitor configurations:

•Game now detects multiple GPUs and allows the player to pick which GPU is used to render the game.

•In this configuration multiple GPUs are shown in a combo-box in the Advanced Graphics Options UI.

•Improved video-memory detection to prevent the game from sometimes detecting the video memory limit from the wrong/lower graphics card in a multi-GPU configuration.

Battle AI and behavioural improvements:

•Improved pathfinding of siege vehicles near walls.

•Improved multiple siege ladder functionality parameters.

•Improved siege vehicle docking placement.

•Units now consistently disembark from ships with raised bows.

•Improved AI infantry awareness of cavalry, making infantry brace when threatened by a charge.

•AI controlled units are now more likely to use flaming arrows against elephants where available.

•Improved logic of multiple battle maps, to allow the AI to interact with these maps better and cause fewer behavioural issues.

•Improved AI General's use of special abilities.

•Rebalanced AI's battle-plan analyser/attack-or-defend decision making, to take into account that the enemy alliance may have weaker but longer-range missile units, to prevent static behaviour under missile fire.

•In ambush battles, the defender’s units which are under missile fire that outranges their own are now more likely to respond by moving to intercept the missile unit attacking them.

•Altered some of the AI's usage of various ammo types.

•Pike Phalanx now reform properly once engaged in melee.

•Idle units attacked when set to Formed Attack attempt to keep their current facing.

•Formed attack charges will now penetrate less than free attack barbarian charges.

•Attacks from units in formation are now more powerful than attacks from unformed units.

•Reduced the chance of units walking while routing from the battlefield.

•Routing units no longer turn around/play matched combat animations as they are being killed.

•Units now no longer head through breach in a wall rather than using the siege engine they are attached to.

•Artillery with special ammo now show the correct model while loading the weapon: e.g. animal carcasses.

•Reduced instances of unit collision which caused jittering on the battlefield.

•Eliminated a battle replay desync caused by presence of war dogs units.

•Units now correctly stop firing at a building if they take ownership of it.

•During multiplayer siege battles, the defender can now see the attacker's units during deployment.

•Rebalanced hit-point bonuses for officers and standard bearers.

•During battles, units can now burn down open gates with torches.

•Men positioned on a gatehouse will no longer die when the gate is destroyed.

•AI no longer underestimates its strength when ending a move in Forced March stance within a settlement.

•Campaign AI now considers maintaining sieges for longer, in order to build more siege equipment.

•Campaign AI now less likely to sue for peace shortly after declaring a war.

•AI factions now recruit more siege units.

•Revised the Campaign AI settlement occupation decision system.

•Adjustments to Campaign AI Financial Management.

•AI factions are now much less likely to declare war on distant factions.

•Adjustments to composition of recruited forces.

•Improvement to Campaign AI food management.

General Battle Improvements:

•Eliminated an exploit allowing players to bypass unit-caps in custom and multiplayer battles by modifying a saved army setup.

•Units can no longer use loose formation when manning siege equipment.

•Buhen (Egyptian battle map) is now playable in custom battle mode.

•Caltrops are now placed in more uniform rows.

•Tortoise formation is now unlocked in the Seleucid faction when the player owns the Greek States DLC.

•Improved multiplayer responsiveness: movement paths and attack arrows are now shown instantly upon giving the order. (Previously the game waited for all clients to confirm the issued order, causing a small delay).

•Multiple combat animation blending tweaks.

•Orders issued on lower framerate machines now register more effectively.

•Added a horse bonus upgrade icon to show different levels of horses on their unit cards.

• Fixed an issue in siege battle AI which could lead to the general's unit exposing itself to attack when trying to use its special abilities to support assaulting units on walls.

• Fixed a range of issues with the AI's interaction with walls in siege battles, enabling the AI to conduct a more effective assault using siege towers and ladders.

• Improved the tactical co-ordination between different sub-groups of units when assaulting the walls in siege battles. When the AI attempts to enter the settlement via the gates, it is now able to do a better job of first eliminating the threat of boiling oil.

• Fixed an issue which caused units to march off in a random direction when reforming on a siege tower.

• Improved the behaviour of units when a unit on the ground is ordered to melee-attack a unit on the walls.

• Improved pathfinding when attacking units on walls with units on the ground or vice versa.

• Improved attacking siege AI’s interaction with walls, and its use of battering rams.

Usability Improvements

Campaign

•Fixed a bug that made it impossible to exchange units during a multiplayer campaign, unless the "Turn time" option was set to "unlimited".

•Fixed a progression blocker in the Grand Campaign, which occurred when a "Triumph" video played (celebrating a high ranking Roman General). This prevented the player from continuing the game, by making the games UI become inactive.

Total War: ROME II - Patch 8

Gameplay Improvements

Campaign

• It is now possible to levy units from satrapies and client states. This works in a similar manner to mercenaries, but these units have normal recruitment and upkeep costs, and come from the locally available unit roster.

• Infantry and cavalry units now have different campaign movement extents. Infantry units are slower than before, while cavalry units are faster than before. Armies always move at the speed of the slowest unit. Now cavalry-only armies actually move faster.

• Cinematic borders can now be displayed in campaign and battle by pressing [ALT] + [K] keys (by default).

• New industrial building chain: Quarry and mine buildings are now available for construction in minor settlements for all factions.

• Fixed an issue that prevented the AI from blockading the Brundisium port.

• Added visualisations to denote the range of targeted abilities in battles, so the player will know which units will be affected.

• Fixed a bug which caused the frame rate drop when it rained during battles.

Usability Improvements

Campaign

• After researching a technology on the campaign map, the zoom-to-location button on the Research Complete message will now zoom to the correct location.

• Faction list in Diplomacy now sorts alphabetically by default.

• The Toggle UI shortcut ([K] key by default) now works with Campaign modes.

• Treachery warnings now show reliably when you are declaring war and have current treaties with that faction. The warning also shows when the player breaks a treaty and tries to declare war, while the treaty is still in the process of being broken.

• Fixed the top and bottom of the Campaign tactical map to prevent it from being clipped at high resolutions.

• Added borders to the campaign tactical map so regions at the edges can be seen more centrally and are not blocked by the diplomacy user interface.

• Fixed a conflict which meant automatically constructed siege equipment prevented the player from building anything else.

• General’s skills and army traditions which lower upkeep costs will now update the recruitment panels correctly.

• Post-battle loading screens for Custom/Multiplayer battles are now interactive, so the player can see kills/losses of armies in battle.

• When reinforcing an ally in a campaign battle using multiple armies, the unit cards in battle will now be adapted correctly to the number of unit cards and fit the screen correctly.

• It is now clearer in the battle UI when auto-trigger is enabled on ability buttons.

• Improved lighting and vegetation in Atlantic climate battles.

Total War ROME II: Patch 7

Known Issues

•Dog handlers will try to melee attack whenever their dogs enter melee, resulting in the handlers running towards the enemy unit that the dog is attacking, and often being killed.

Global

•Performance – Unit rendering performance on high spec gpu’s has been optimised, resulting in higher frame rates on EXTREME settings in most scenarios.

•Extensive Frontend-UI tweaks and optimisations.

•Fixed a crash in the terrain system which occurred on crossfire machines.

•Players are no longer restricted from selecting graphics options, based on the games evaluation of their system. This means that players can now set any graphics options they want.

Battle AI improvements

•Attacking siege AI now uses battering rams more frequently.

•Attacking siege AI can now use all units to burn gates, and should not become inactive if it has only non-infantry units remaining.

•Attacking AI is now more conservative with the use of its general when assaulting walls and gates, but can still use the general unit as a last resort.

•Added safeguards against some rare issues which could cause the attacking settlement AI to become idle.

•Fixed an issue in settlement AI which could result in units losing their attack orders, causing units to sometimes run past enemy units they were trying to attack, as well as causing defending missile units on walls to halt their firing orders.

•Improved AI’s use of Use The Whip and Rapid Advance.

•AI now targets war-dogs rather than their handlers after dogs have been released.

•Fixed issue in battle combat rules which failed to give the commanding general additional saving throws, making generals unusually vulnerable in harder difficulty modes. These saving throws have also been extended to non-commanding generals, making all general characters harder to kill in battles.

•Added warning when the player is about to break treaty in Diplomacy which will result in player being treacherous.

•Enemy/ally armies/agents are now shown on the Campaign Tactical map and not just players.

•Fixed user interface animation issues in campaign, where in Multiplayer Campaign mode, animations would sometimes be in slow motion.

•Added resource icons to the city info bar.

•Added a small delay to update of the Settlement info panel, when moving the mouse off building icons to make easier to compare two buildings, without info panel flickering to province info in between.

•Fixed setting for whether Unit info panel is shown in battle, which was being set incorrectly in campaign modes, leading to unit info panel being hidden in battle, without player ever minimising it.

•Fixed campaign cycle buttons (which cycle between settlements) going in opposite direction, and fixed both buttons going in the same direction.

•Fixed issue where if a unit was gifted in a group, the player could still control that unit via group they were previously in.

•Fixed issue where current army emblem wasn't shown in list of emblems meaning once changed couldn't set it back.

•When the player is defending in ambush, the attackers units are hidden because if they were ambushed they wouldn't know the details of the force they were up against.

•Telestration (drawing) now works on the campaign tactical map for Multiplayer Campaign mode.

•Added a vote-timer to the autoresolve panel buttons in Multiplayer Campaign mode pre-battle, so players know how much time is left to make a decision once the panel is opened.

•Join Confederation option now appears as a diplomatic option when countering an AI’s diplomatic offer.

•Added experience indicators on queued recruitment unit cards.

•Multiple units can now be upgraded with better equipment, or retrained into better units, simultaneously.

•When retraining units, UI now shows the unit a current unit will be retrained into, along with the cost for doing so.

•Finance panel tax-slider now snaps to values, to make it easier to use, and to clarify that there are a finite number of levels.

•Added notifications for when the other player saves in multiplayer campaign, so you know why the game is pausing.

•Added filter-specific info to tooltips in the campaign tactical map (such as regional wealth values when on the region wealth filter).

• Fix to problem the AI interface received stances that were not up to date, when called to accepting a war declaration help request, or deciding whether to invite allies to a war.

• Improved responsiveness of tabs in the Trade and Finance panel in Campaign mode.

• Fixed a crash when loading an auto-save game.

• Various campaign optimisations including: Fog-of-war update (improves frame rate when moving units, improves end turn times in games where the player has many allies) and Improved frame rate when lots of units are on screen.

• Campaign AI now encourages factions to form allegiances more over time based on personality, perceived threat and existing balance of relationships the faction holds.

• A new function has been added to the diplomacy screen, which allows the user to select AI factions, and then mouse over other faction icons on the map to display their relationships.

• The chances of the AI betraying their allies has been increased, since it used to help them too often when a betrayal was a more appropriate action.

• Allies that have made a decision to join a war, have that decision enforced at the Campaign AI to ensure consistency. E.g. To prevent Satrapies from joining a war and betraying their overlord at the same time.

• Improved the AI’s consideration and use of payments in diplomacy

• Garrisoned armed citizenry now reinforcing their army standing just next to the settlement they are Garrisoned in.

• Fixed satrapies not recognising that they no longer have an overlord in some cases when they cease to be a satrapy.

• Fixed a pathfinding data error that allowed paths to cross directly from beach to river on the Campaign map.

• When a settlement is blockaded on the campaign map, a fix has been made to prevent the player from queuing more siege equipment in the construction queue than you are allowed.

• Reduced the chance of AI armies standing close to the players army on the Campaign map in Forced March stance, allowing the player to ambush them.

• Armies can no longer be garrisoned in a settlement and in Forced March stance at the same time, which led to an ambush battle outside of the settlement when it was attacked, and the winner not capturing the settlement.

• When handing over a region in civil war, the armed citizenry in that region are now refreshed immediately, to prevent the player from recapture the settlement with no resistance from within.

• During a multiplayer coop campaign, the client and host could both make decisions when attacked by the AI. However the user interface did not always display the correct choice. This is now fixed.

• Rebels, Greeks and Gauls are now unable to capture the Bovianum settlement from the Samnites during the Prologue Campaign.

• Objectives are now listed in The Invasion of Samnium chapter of the Prologue Campaign.

• Converting an army in a port settlement to the port docks will no longer break it out of muster stance allowing it to recruit while moving .

• Agent success changes now reflects the fact that some actions (for example Assasination) require critical success to eliminate the character. A tooltip has been added to showing the sucees/failure precentage breakdown.

• Fixed a bug in Multiplayer Campaign mode, where the player couldn't move their camera on the campaign map after spectating in another players' battle, if the player had the Overview Map opened before the battle.

• Added faction icons to attitude / factors tooltip in Diplomacy to make it clearer whose relationship is being shown.

• Added message events when a satrapy declares war on its overlord in Campaign modes.

• Added the option to delete key configuration files form the load key configuration dialog in the settings menu.

• The "Battle Realism Mode" checkbox now greys out correctly when Legendary difficulty is selected in Campaign mode.

• Consecrated Ground buildings in Campaign now show which culture they belongs to.

• The "No Equipment Available" message on the pre-battle user interface in Campaign Mode is no longer displayed, if the player is the defender in a siege assault.

• Added functionality to post-battle espionage icon so user can now see details about the conquered settlement.

• Added missing tooltips to character skills on faction screen.

• Fixes to the Campaign user interface to make objectives status text fit correctly within the available space.

• When on the Campaign Map, if an Agent has no more action points and tries to perform an action on an enemy settlement, that action will become queued. If on the next turn the player captures that settlement that, upon ending turn the agent will no longer play the animation for the action on that now owned settlement.

• When building Construction is paused in Campaign modes, a pause icon is now displayed to represent this.

• Additional army names added for Germanic, Nomadic, Greek, Pontic, and Gaulish factions for more variety.

• Fixed issue in the Prologue Campaign where the player couldn't declare war on the Greek States via move options and had to do it via diplomacy.

• There is now a chance for Campaign characters to spawn with a wife in their household.

• In Campaign, when selecting an opponent's settlement, then hovering the mouse over buildings in an owned settlement in the same province, the building information panel is now correctly displayed instead of being hidden.

• Added an arrow icons to the Public Order entry in province dropdown, to indicate when Public Order is going up or down.

• Solved issue that prevented the settlement button from being updated, when the province details panel is shown in the Campaign user interface.

• The Conversion option is no longer displayed when the building is damaged on the Campaign map.

• Fixed irrelevant attrition immunities being shown for ships in campaign on the Unit Info panel.

• Remove misleading tooltips from unit cards in the unit exchange panel if they cannot be exchanged in Campaign modes.

• Female character portrait / heads are shown when a "Subject Gains Notoriety" event occurs in Campaign, and the event involves a female character (e.g. the Vicious Words event).

• Fixed a bug, where some Campaign Event Messages were automatically marked as read.

• Dragging the mouse from a province owned by a certain faction, for instance Rhodes, into a sea region which they do not use, will no longer display their faction icon next to the contested status for the sea region.

• Successful bribe attempt now shows correct family name on the message.

• Mission event titles are now consistent between event messages and the event message list panel.

• The correct cursor icon is now displayed when an Army at sea is selected and order to attack a garrisoned army in a port settlement.

• The "opportune failure" part of agent action event messages will now only display for the faction that the agent belongs to.

• After progressing through the Prologue from Chapter 1 to Chapter 3, exiting out of Chapter 3 at the start will no longer cause Chapter 3 to appear locked on the main menu.

• Character Rank Up events now display the Character Type and new rank.

• Fixed the window size of the games Launcher in certain desktop resolutions.

• Fixed bug where placing the mouse over areas of attrition on the campaign map, would make the tooltip look like the area was an enemy.

• Tooltips don't show ambush chance for fleets anymore.

• Fixed tooltip height, when tooltips don't have any text in them.

• Tooltip on Campaign map no longer stops showing ambush chance when placing the mouse over an attrition area.

• Fix for number of available units is not displaying on mercenary recruitment cards.

• Fixed an inconsistency with Silanus' name between Prologue Chapters. Throughout Prologue 2, Silanus was identified as 'Gaius Fulvius Silanus'. However during Prologue 3, he was identified as 'Gaius Silanus'.

• Various minor text fixes in Campaign mode.

• When the player doesn't have enough money to perform an agent action, and orders an agent to perform a certain action on an enemy, the list of options to perform will now be greyed out immediately, instead of only when the cursor is moved over the options.

• Fix for incorrect hyperlink in the faction panel and incorrect tooltip on damaged buildings.

• Added option to game settings menu to enable/disable aide de camp (Battlefield Advisor), so the player can now disable this panel from ever appearing.

• Naval units are now grouped together depending on their unit type more often in deployment. This prevents them from colliding into each other so much at the start of a battle with large armies and large varieties of ships.

• Fixing for invisible elephants making it appear like elephant riders were floating in the air during battles.

• Fixed issue where dragging out units on the battlefield could get stuck on screen after deselecting the unit.

• Chat toggle button is no longer greyed out in frontend when players set their state to "Ready" in a Multiplayer Battle or Campaign lobby.

• Updated the Carthago radar image to better represent the terrain in the battle.

• In a Multiplayer Lobby, when a team leader with one AI army on their team switches to the other side, the players Steam avatar no longer remains attached to AI army.

• Fixed checkbox for "Battle Realism Mode", so it's no longer greyed out and un-ticked when the player has just quit a Legendary difficulty Campaign.

• Changing the game's Texture Quality option during a campaign or a battle may cause the terrain to appear black. This can be avoided by changing this option with the Game Settings in the main menu, and will usually stop happening after starting the next battle or re-loading your campaign. This will be hotfixed in the near future.

• The Mod Manager is currently only partially localised, so most compatible with English. We aim to localise this fully in the near future.

•Fix for major performance issue caused by reinforcing naval units in certain circumstances.

•The Campaign game will no longer crash when selecting the "Province Details" panel after selecting "Raise Forces".

•Fix for crash due to transport ships erroneously being able to select shot types.

•Fixed Campaign lock up when a rank 2 or higher General dies, after selecting a replacement with the "Duty Calls" event, then selecting any other open event, and then attempting to open Diplomacy.

•Fixed a crash when rapidly clicking the fire button on the Polybolos unit in Frist Person mode.

•Fixed rare crash when selecting an active mission in the Objectives panel in Campaign modes.

•Fixed a rare crashing bug in the campaign when selecting units.

•Improved performance of drag-outs and holding space to show unit proxies, by no longer render ghosts for men and mounts, as they were too expensive to render. Artillery, ships and vehicles still have ghosts rendered.

•Fix rare crash when AI initiated diplomacy with the player.

•Improved stability when moving between the Campaign game and front end.

Gameplay Improvements

•Improved AI construction logic. It now constructs more military buildings.

•Slightly reduced the settlement defensive bonuses for the auto-resolver.

•Increased the willingness of the AI signing trade agreements and defensive alliance.

•The AI is now much more careful with constructing buildings that consume food or increase squalor. This has improved the AI's ability to fight food shortage problems.

•Added more restrictions on the AI running too often making them exhausted by the time they reach their opponents.

•Improvements to the AI defensive ambush behaviour.

•AI now have improved ability to place its forces appropriately to deal with simultaneous front and side attacks. This involves angling and bifurcation of its *line with appropriate units to deal with the players use of flanking or harassing forces.

•Fixed a bug where sometimes AI factions wouldn't generate a stance towards the player at the start of a Campaign, meaning they started the Campaign neutral to the players faction, and sometimes ask for peace immediately.

•When generating armies, the AI is now more likely to choose elite units when they have the funds to do so.

•Improved AI use of Pikemen in battles.

•Fixed terrain height melee bonuses, so attackers on higher ground have an advantage.

•Fixed problem with slinger units being overpowered as their shots could hit multiple units and made balancing adjustments to other projectile types .

•Fixed pike phalanx single-click and double-click attack behaviour. They will now try to maintain proper distance from targeted unit instead of running into them.

•Made it much harder for enemy infantry units to move/push through a pike phalanx.

•Fixing bug where the AI will not know what do if river edge hint lines are present in a map without crossing hint lines. Also improving AI use of phalanx formation in river defence.

•Increased chance of AI making alliances in diplomacy.

•Flaming projectiles are now set as default for naval artillery when available.

•Slightly increased the effects of diplomatic events on relations with third party factions, and the AI remembers diplomatic events for a longer period of time.

•Difficulty can no longer be changed from the in-campaign game settings whist in a Campaign on Legendary difficulty.

•Deployed agents on the campaign map, no longer reset back to being un-deployed when they level up.

•Fix for missile troops sometimes firing in a "perfect" formation, rather than appearing natural and offset.

•Diplomacy improvements - Factions attitudes towards each other are now mapped with colours on the map on the diplomacy screen. When your faction is selected, it shows other factions attitudes to you, and when other faction selected, shows their attitudes to other factions. Also, the factors tooltip now works between two non-player factions by selecting a non-player faction and moussing over another faction.

•In Multiplayer battles, if the last remaining player in an alliance has a network timeout disconnection, the game will now be a draw.

•Fix for units pursuing enemies when reacting to melee (not for direct orders). *Units will no longer pursue enemies when reacting to melee.

•Fix for bug where units pursuing a routing unit could stop pursuing when the unit rallied even though they were still not in contact with the target.

•Allied armies in siege battles now use separate default deployment lines so they don't deploy crammed into the same area.

•Reduced qualifying trait list for various "Mad" traits (such as "Not quite right" or "Unhinged") for generals in campaign modes.

•When a port is garrisoned in a port settlement, it is now possible to recruit units to the fleet.

•Units are now automatically assigned to siege equipment in deployment.

•If an AI faction offers an alliance to the player, it is no longer possible to offer satrapy status and have both active offers at the same time.

•Fixed the firing arch for African elephant units.

•The Loose formation button has been added for certain units in battle.

•Teutoburg Forest historic battle is now more tolerant to the general or other Roman forces wandering off the beaten track.

•The cap on Mounted Artillery pieces is now set at 6 per team / alliance instead of 6 per army.

•When a host decides to make changes to the game setup (e.g. add new player slots) in a multiplayer lobby, these changes are now more accurately displayed to the clients in the lobby.

•In Multiplayer Campaign mode, the "Show AI player moves" option is now reflected correctly for the client.

•Multiplayer Ambush battles can no longer be started with 2v2 (or greater) numbers of players. This battle type is now limited to 1v1 as intended.

•Whilst in a Campaign as Egypt, the "Defender of Alexandria" mission now requires the correct target to be completed.

•Various fixes for men being unable to disembark from ships in battles.

•Improved the visual arch of torches that can be thrown to burn down gates in battles. The distance / range that the torches travel was not changed, just the way they travel through the air is now more realistic.

•Cinematic camera view in battles now works better with siege vehicles.

•Disabled damage from rolling flammable projectiles that have landed on the ground (This does not include fireball deployables)

Balancing Changes

•Re-balancing for Transport ships.

•Enemies routing now have double the morale impact.

•The Form Square unit ability now gives a small increase to morale and a bracing bonus in battles.

•Re-balancing for the damage rate of fire on burning buildings and gates.

•The Charge timeout tolerance has been reduced so heavy units aren’t so good at chasing down skirmishers.

•Further reductions to Casualty morale penalties at lower levels.

•Flanking and rear charge morale penalties have been increased.

•Increase morale penalty for general death/fleeing.

•Increased effect of rear attack in melee.

•Reduced melee defence stats for most units, and increased shield melee defence values to even out the differences between units.

•Melee attack reduced slightly for most units.

•Increased melee defence for all shock cavalry units.

•Tweaked balancing of Hoplite units.

•Fix for Silver Shield Pikemen using wrong shield type.

Usability Improvements

•Players can now customise the emblem on their Generals and Admirals banners. 32 new emblems have been added. When you select a General or Admiral on the Campaign map, and click the "Details" button, players can select a new emblem via a new user interface.

•Switching graphics quality will no longer reset changes made to the "run in window" checkbox.

•Fixed issue in Multiplayer Campaign diplomacy, where both players had control over the accept/cancel buttons at same time, so they could (for example) spam the send offer button to result in multiple trade agreements with same player.

•Fixed user interface exploit which allowed the players in battles in Legendary difficulty, to pause battles and still issue orders to their units.

•The Maintain blockade button no longer appears on the pre-battle screen after attacking an enemy army and clicking fight battle.

•In Campaign modes, if an army is embarked on a navy and in a port (e.g. by capturing a port settlement with an army/navy) it is now easier to get that army out of the water and into the garrison.

•Fixed issue where if the player declared war several times successively in diplomacy in Campaign modes, some of the text on the declare war panel would go missing.

•"Army Destroyed" event message now displays the name of the army instead of the name of the general.

•The "Food Shortage" event message no longer contains a list of provinces affected. This can still be reviewed in the Provinces panel.

•Improved "Culture Details" interface when the mouse is placed over the "Culture" icon on a "Province Details" panel in Campaign modes.

•Added event message for when units defect during a civil war in Campaign modes.

•Rank up event message now contains the new rank for both characters and armies in Campaign modes.

•Slowed down scrolling with the mouse wheel on the Province tab in Campaign modes, as it was too fast.

•Prologue chapters are now unlocked as soon as the player plays them.

•Improved the progress bar above ships in battles when they are boarding each other.

•Fixed strength bar not being setup in negotiation screen of Diplomacy.

•The Banner emblems have been removed from the top of barbarian unit banners to make it easier to distinguish Generals and Admirals.

•The Cruel agent trait now has a positive icon instead of a negative one, as it has a positive effect.

•In Chat, remembered chat rooms are no longer re-created when they are not found. This is to fix the issue of lots of chat rooms being created, that only contain 1 person.

•There is now a faction flag for each alliance involved in battle on the loading screen when loading into a battle.

•Saving keyboard setups with characters such as "&, <, >," or ' " in the name is now supported.

•When attacking a door of a fort with a battering ram, the per cent of damage will now reach 100% when the door to opens, instead of 20%.

•The list of save games in the Save / Load menu now loads faster, and prevent the player from over-writing files with the same name by prompting them when this is about to occur.

•Fixed issue when giving a double click move/attack order to a unit while dragging units into formation at the same time, which caused the drag-outs to get stuck to the cursor.

•Fix for a bug in the "Cloud" tab of the save menu. When closing the menu and re-opening it, the "Cloud" tab was selected, but the cloud saves weren't listed.

•Fix for a bug that allowed the player to use the "ping" function (which draws yellow arrows on the campaign map, when the player presses the [F5] key) in *Single Player Campaign, so it now only works in Multiplayer Campaign as intended.

•When there is a civil war during a Carthage campaign game, the emerging Adirim Loyalists' faction icon is now sown next to the settlement names of settlements owned by Adirim Loyalists, instead of the original Carthage faction icon.

•Fixed various missing texture issues on unit banners in battles for reinforcements, disembarking ships, and when flags were turned off and then turned on.

•The group morale frames on Unit Banners are coloured same as ungrouped units in battles.

•The "Attacker Direction" dropdown list has been hidden instead of greyed out in the Battle Setup screens for Custom and Multiplayer battles, when not applicable, to avoid confusion.

•Trample abilities effects on fatigue are now clearer in battles.

•In the Custom Battle setup screen, the Mare Ibericum battle map no longer remains selected when the player selects another map.

•The portrait of the selected character on the Character Details screen in Campaign modes no longer overlaps frame around the portrait.

•Fixed for land unit style category icons and tooltips sometimes being shown on ship unit banners during battles.

•Fixed subtitles on some tutorial videos in the Encyclopaedia.

•Fixed a bug where destroying one slave army would kill / make all the other slave armies disappear.

•Unit cards now scale horizontally to a certain limit, to reduce the likelihood of requiring double row of cards, which takes up quite a lot of space on the screen.

•The "Active Missions" button in the objectives panel now highlights correctly when selected.

•The description text for the second objective ("White India") of the fifth historical chapter ("Excelsior") of the Parthia faction now fits correctly in the text box in the Objectives panel.

•If the player uses the encyclopaedia shortcut while scrolling a menu, the scroll bar button will no longer appear on top (overlap) the encyclopaedia page.

•Experience levelling up effects on banners are no longer displayed when banners themselves are hidden, e.g. in Cinematic Camera view in Battles.

•The "Roma Captured" video now plays when Rome is captured on the Campaign map, when the player choses to loot or raze Roma.

•Fixed bug when making an Offer / Demand in diplomacy that would stop the diplomats mouth from moving as they spoke.

•Players can no longer select the Greek faction in Multiplayer Campaign mode with the arrow keys, when they don't own the Greek States Culture Pack DLC, which led to both players being returned to the main menu when loading the campaign.

•Having the "Add Offer/ Demand" window open in diplomacy, while breaking a treaty will no longer cause the "Add Offer/ Demand" window to remain visible.

•Players can now load a fleet or army on coastal and port assault battles, instead of only fleets.

•Fix for Socii units missing variations in battles.

•Added greaves to Carthaginian Hoplites units in battles.

•Fix for Chosen Spear and Sword band missing helmet variation in battles.

•Event messages that open automatically will now correctly open in order, one by one.

•Pressing the "Cancel" button when changing the "Push to Talk" key in the Voice Chat Settings menu now works as expected.

•Fixed issue where double clicking on a map in the map list in the Battle Setup screens (in Custom Battle and Multiplayer Battle modes) would make that map always remain highlighted as if it was selected.

•The icon for glassware is now visible on the Hieron Ton Megalon Theon's building card.

•Better consistency between the attributes that are displayed on the recruitment user interface for Generals and the attributes of the General once recruited.

•Fixed tool tip on notification icon that appears on the "Details" button when units are available to upgrade.

•When entering the diplomacy screen for the first time in Campaign modes, the accompanying speech now matches the text displayed.

•Promotion level is now displayed on the Faction Summary and Faction Details *Panel in Campaign modes when a character is selected.

•Placeholder text no longer displays on the pre-battle user interface for one player, when a rebel army attacks the other player in Multiplayer Campaign mode.

•Pressing the Escape key while pacing the mouse over a construction options in the Settlement Details panel no longer leaves the construction options open while closing the Settlement Detail panel.

•Increased Cataphract armour, and strong version added for Royal Cataphracts units.

•Changed armour for Eastern Noble Horse Archers to Cataphracts.

•Fix for incorrect colouring of battle list entries.

•Clicking on the "zoom to location" button on event messages will now always take you to the correct location.

•When an agent is with an army that is accompanying a fleet, separating the agent from the army now updates the user interface correctly, so that the agent no longer appears like it's with the army.

•Fixed missing text on the "Accept" button when offering diplomacy to another faction in Campaign modes.

•Fixed the arrows buttons functionality on various scrollbars in the Campaign user interface.

•When viewing the total number of army units listed in a merged fleet, in the top left corner of the unit panel in campaign modes, it now correctly shows the number of units instead of incorrectly displaying the fleet total.

•When a unit gains a rank during or after a battle in Campaign modes, there is now a "level-up" animation to highlight this.

•The red left and right arrows on either side of the settlement name in the left hand side of the screen when a settlement is selected on the campaign map, now toggle between settlements more effectively.

•When the Rhodes region is captured on the Campaign map, and under player control, viewing the Tactical Map will now colour the region correctly.

•The arrow to sort by Food Production in the Province panel in Campaign modes now sorts correctly.

•Fixed multiple issues surrounding certain events being fired at the same time as winning the game.

•The movie player for Campaign movies will now correctly re-initialise its full screen state between queued movies.

•Switching between different forces on the Campaign map, while in the Details panel is open, will now update the stance button, so the changing the stance with this button will now set the stance for the currently selected force.

•When looking for an online multiplayer battle, the list of games available are in the Battle List window can now be scrolled with the mouse wheel.

•When exiting negotiations with faction in the Diplomacy panel, that faction now stays selected in faction list so the player doesn't have to scroll down the whole list each time.

•When placing the mouse over buildings that can be converted in a settlement in Campaign modes, the mouse now highlights the upgrades correctly.

•Fixed the sort by diplomatic status button in the "Known Factions" list in the diplomacy panel in Campaign Modes.

•In Multiplayer Campaign, when one player declares war on a faction and confirms this, the "Call your Allies to help!" checkbox is now hidden, as changing it after this point didn't do anything.

•While choosing an agent action in Campaign modes, the player can now see the current treasury status of the agent in the agent action panel.

•During all Quick Battle multiplayer games, when any player enters the deployment screen they are no longer shown as Rome for a couple of seconds while the game is set up.

•Unit banners will no longer appear black when turning on unit flags in a battle after turning them off in the campaign map.

•The expanded tooltip for client state in diplomacy now no longer always displays 0.

•Fixed tooltips for incident event effects in Campaign modes.

•Arrow keys can no longer be used to move artillery weapons in First Person mode, as this was not an intended feature.

•Fixed incomes from client states and satrapies not being shown correctly in diplomacy.

•Improved menu response to use of double-clicks when using the "Controls" menu under "Settings" in the main menu.

•In the Controls menu, if changes are made to controls and the Accept button is pressed, the save dialog appears automatically. If this dialog is cancelled, and the Accept button is pressed again, all control changes will no longer be discarded without warning.

•Fixed some layout issues with faction list in multiplayer campaign.

•The resources icons in the Trade & Finance tab now fit in the user interface better when multiple (over 6) different types of resources are being traded.

•Fixed the "Zoom to Province" button in campaign modes sometimes zooming to the last region within the province group, instead of the capital (main settlement).

•Removed the confirmation dialog when quitting a battle when the player had already won and was chasing down routers, to avoid confusion about what will happen (as the player has already won, quitting just ends the battle with victory).

•Fixed face animations and audio not working correctly in the diplomacy screen when declare war, and prevented adding new offers/demands from interrupting the face animations.

•Text made clearer in the confirmation dialog when quitting a battle.

•Addressed inconsistencies in the campaign Heads Up Display when selecting between enemy and friendly settlements and characters.

•Added details of the effects to "Public Order" event messages.

•The wider your resize the chat window the more rooms you can now see.

•The Escape key now works correctly with the "Lock Visibility" option in chat.

•Fixed issue where the cursor wouldn't update, if it had mouse over a text input box when transitioned between different areas of game, and stay as a text cursor within battles (for example).

•In the Defence of Campania chapter of the Prologue campaign, the "infinity symbol" is no longer displayed on unit cards when the units can be recruited.

Fixed timing issue in battle AI which could cause the attacking AI in port sieges to stop updating.

Substantially reduced free hits from enemies in battles, when moving a unit through enemy units (without attacking them), so units can disengage with less penalty.

Smaller and depleted AI controlled forces are now less likely to survive auto-resolved battles in Campaign modes.

Cavalry can no longer capture Victory Points in battles while mounted. They can still neutralise the Victory Points if they were previously in enemy control, and capture Victory Points when dismounted.

The size / radius of capture points has been increased in Coastal battles.

Fix for some instances of passive AI during River Crossing battles, when the AI is defending.

Fixed issue which prevented reinforcement artillery ships deploying.

Fixed issue in Siege Battles where the AI attempted to use breaches and gates which they could not reach.

In Battles, the number of ranks now factor into bracing mass bonus for collision system, i.e. thin lines will make you lose your bracing bonus against cavalry charges from the front

Fixed chasing down of routers at the end of battles, so they engage in combat more often and can be killed more easily.

Satrapies can no longer sign peace treaties with the enemies of their overlord (but still able to automatically make peace if their overlord signs a peace treaty with the enemy) in Campaign modes.

Units in Testudo formation will now respond to an order to attack city gates in a City Assault battles.

Men throwing torches to ignite gates in battles, now have less chance of failing to throw their torches and hit the gate, if ordered more than once to ignite the same gate.

AI houses can no longer secure promotions without first meeting the required age and rank in Campaign modes.

Removed old concealed by distance logic, that was incompatible with the newer visibility system. For example, units that are visible at range could look like they were hidden on their user interface, when they could be seen.

Pikemen can move out of melee when pike phalanx is active in battles. For example, If only one of the pikeman is attacked, the entire unit will no longer start to be unresponsive to orders.

Improved responsiveness of Siege Equipment when dropped and picked back up multiple times.

In Campaign modes, the number of siege equipment entries is now capped to be the length of the siege - 1

Further improvements to AI collision detection with Deployables in battle.

Units that charge while in formation (e.g. block formation) stop sooner on contact with the enemy, to reduce "blobbing" where units converge into a disorganised brawl.

Fixed bug with missile units on ships not firing on enemies reliably during battles.

Fixed bug with ship artillery not firing on buildings reliably in battles.

Fix for ships surviving on the campaign map after sinking on the battle map.

Fix missile ships getting stuck when targeting land units just outside of their range.

Reduced the chance of AI (enemy) reinforcements and the players reinforcements joining a battle from the same location and therefore engaging in combat instantly in battles from Campaign modes.

Balancing Changes

Hit points for all units have been increased in combat.

Melee defence has been reduced for most melee cavalry units and for some elite infantry units.

Fatigue for running and being in combat has been increased in battles.

Further tweaks and rebalancing has been made to unit morale in battles.

Elite infantry morale has been reduced slightly during battles.

Experience level thresholds have been increased for units.

Special ability cool down times have been re-balanced in battles.

Building costs have been updated to reflect the changes in building effects in Campaign modes.

Morale bonuses from training and religious building chains have been reduced in Campaign modes. Instead, these buildings now give more varied bonuses to the units.

Cost of experience bonuses for Custom and Multiplayer battles have been reduced.

Squalor and food consumption have been rebalanced (reduction for higher-level buildings) in Campaign modes.

The Headhunt ability has been re-balanced in battles.

The charge bonus for Celtic, Briton and Germanic units have been reduced.

The masses of horses and men on the battlefield have been made more reasonable.

Reduced the mass of camel units in battle.

Usability Improvements

The Balance Of Power bar on the Diplomacy screen now shows the correct ratio, rather than just 50/50.

Improved the desynchronisation detection in Multiplayer Campaign mode, and players are now given a popup message when a desynchronisation has occurred, with the options to resynchronise the game to continue, or quit the game.

When the host leaves the team lobby in Quick Battle multiplayer mode, a new host is found.

Improved multiplayer compatibility between players who own the Greek States DLC and those who don't.

In Multiplayer Ambush Battles, if Player 1 clicks the "Start Battle" button, and the Player 2 waits for the timer to run out for the battle to start, Player 2 will no longer be locked into Cinematic Mode with limited user interface controls.

All battles now end 5 seconds after the victory is decided (This used to be 10 seconds).

In Multiplayer Land Battles, when deployment is over, enemy armies will no longer be visible, when they are supposed to be hidden, for a couple of seconds before fading out.

In Multiplayer battles, a player who has conceded defeat will now turn into a spectator. They can then exit the battle if they want to.

Fix for battle music getting paused while in slow battle speed.

When on the campaign map, if an agent is placed close to the edge of an enemy settlement as it expands (builds a building in a construction slot) the agent is now teleported out of the way of the expansion, so they do not become stuck within the settlement. If the agent was already stuck in an expanded settlement before this update, they will remain stuck, and have to be disbanded. This update will prevent this situation from happening in the future.

Improved some visual effects for during battles. Better burnt version of buildings with burning embers, and running water down roofs and vertical surfaces in rain.

Damaged visual effects have been improved on the campaign.

Fixed Briton Chariot unit attributes.

Fix for Scythian horse unit variation.

The achievements "Noble Master", "Spymaster" and "Champion of the Gods" now unlock sooner after their requirements have been met.

Fix for the Campaign map terrain disappearing when repeatedly toggling between the Campaign Map and Campaign Tactical Map.

Province level bonuses (such as edicts with food bonuses) are now taken into account in the food level displayed in a province overview in Campaign modes.

Settlement labels on the campaign map are now positioned more accurately and no longer get offset from the settlements.

In the Province panel in Campaign modes, provinces can now be sorted by their level of food production.

Several Eastern buildings now correctly consume food (instead of either not consuming anything or giving contradicting public order effects) in Campaign modes.

The Qanat building (in the Eastern agricultural chain) now produces a small amount of food in campaign mode.

The warning message that informs the player that they are not researching any technology when they press the "End Turn" button in Single Player Campaigns is now also displayed in Multiplayer Campaigns.

The players armies in Ambush stance will no longer move by themselves in Campaign modes, which happened on rare occasions.

Fix for user interface bug showing the wrong tax level on the Province Details panel when the "Tax province" button was ticked in Campaign modes.

Culture conversion coming from some characters now correctly shows up as "character" in the culture tooltip, no longer as "building".

In Campaign modes, the culture that Consecrated Grounds belong to is now displayed in their title, to make it clearer why they need to be converted.

The "Reduces slave population decline" icon in the information panel when placing the mouse over the "Slave Trader" in the Commons buildings section in Campaign modes is now displayed as green instead of red (as it's a positive affect).

The first building in the equipment chain (E.g. Workshop for Hellenic, Quartermaster for Eastern etc.) can no longer be bypassed by converting from another faction's equipment chain without researching.

Technologies are now required to create the Level 4 Jewelsmith building, to prevent an exploit.

Improved ship melee/ramming target selection in battles.

Fixed boarding mode button state issues when attempting to board a ship in battle.

In battles, men who have already boarded an enemy ship no longer jump into the sea once their ship has started to sink or back onto their sinking ship. (Men who remain on the sinking ship still jump into the water.)

Improved Advisor lip sync in various pieces of advice in Campaign modes.

Clicking the "Square" special ability as a unit is attempting to man a siege tower will no longer stick the siege tower to that unit in battles.

When an agent is selected in Campaign mode, and the player right clicks on a settlement to sabotage the enemy, the menu will no longer act erratically.

When the player had a subject to deal with in the politics screen and the subject had an infamy effect, this effect once seen persisted in being shown for all other characters even if the subject is dismissed. This has been fixed.

Fix for some misaligned text on a tooltip displayed when a settlement with a port is blockaded by an enemy, and the player selects the enemy and places the mouse over the settlement.

Improved small glitches with Campaign selection markers and Forced March visual effects sometimes being displayed in the wrong positions when units move.

Fixed some inconsistent ability names for General Skill Types.

In Campaign mode, Roman "Basilica of X" temples have now been renamed to "Precinct of X".

Fixed the tooltip when placing the mouse over the Columns I, II and III for War Exercises, Warrior Code, Tribal Economy and Druidic Council technology trees in the Technology Panel in Campaign modes.

Two pieces of advice from the Battlefield Advisor relating to flanking were mixed up in Italian and Spanish. These have now been corrected.

Fixed a couple of instances where what the Battlefield Advisors was saying did not match the text displayed in Spanish.

Some steep terrain in a Greek Minor Port battle map has been levelled out, to stop ships from going under the beach when they disembark.

Improvements to the wall connectivity in a Greek Port battle map.

Boiling oil poured from gate houses in battles will look better where it intersects with the ground.

Improved impact animations when pig carcasses hit the ground when fired as poison rounds form artillery in battles.

While crossing rivers in battles, units footsteps now default to mud sounds instead of water sounds.

Fix for a small hole in the terrain in a Greek Minor Port battle map.

When the player is defending in a siege battle from Campaign mode, and the enemy partially capture a Victory Point on the battle map, then the player re-gains control of the Victory Point, the Battlefield Advisor will no longer say "Our enemy have lost a victory point".

Fix for the Battlefield Advisor sometimes referring to the players own reinforcements as "Enemy Reinforcements" during battles.

Added Stonehenge back to the custom battle map at these coordinates 0.137, 0238 (Iska).

Fixed typo on 'Conscription' edict in English.

Improved culling of certain rocks on the battlefield.

Added French, Italian, German and Spanish localisation to the word "Settlement" in the Agent Action Panel in Campaign modes.

Various text and grammar fixes for the Campaign user interface.

Here are the patch notes for Total War: ROME II- Patch 2 (as of 17/09/2013):

Warning: Your current Save Games will work with Patch 2, but Save Games created or overwritten in Patch 2 will be incompatible with previous versions of Total War: ROME II.

Technical and Performance Issues

Campaign performance optimisations.

Campaign AI round time improvements (greatest effect during early game).

A new "Limited" option has been added to the "Show AI Player Moves" settings in Single Player an Multiplayer Campaign modes, this enables the player to see all movement of enemy factions, all movement within the players regions, and all movement within sea that the player has ports in during the AI turns.

Fix for "Level of Detail" distances scaling incorrectly when the "Field of View" is changed which reduces the chance of the "Intelligent Zoom" [N] key, causing "zombie like” low quality textures on unit faces in battles.

A new warning message has been added to loading screen to inform the player when graphics memory is running low, and the game is downgrading the players graphics settings. This can be overriden, allowing the game to use system memory for graphics (VRAM) by ticking the "Unlimited video memory" option in the graphics menu.

Increased the frame rate and reduced frame stuttering in battles on certain GPUs.

Improved compatibility for graphics cards with multiple GPUs.

Added earlier Multiplayer Campaign resyncronisation detection, upon loading save games which allows resyncronisation in more cases.

More conservative out-of-the-box graphics settings and resolution for DirectX 10 and 11 on Mobile GPUs

Improved the processing speed of the default deployment placement, reducing battle loading times on some battle maps.

Fixed battle crash bug caused by the default deployment placement.

Crash fix for when the player placed the mouse over a garrison force of a region in Campaign mode.

Fix for crash loading save games that were created on the "settlement captured" screen in Campaign modes.

Fix for a crash when holding the [SHIFT] and [CTRL] keys down, and selecting a unit card, when no unit cards where previously selected in Campaign and Battle modes.

Fix for crash caused by forming a Confederation in Campaign modes.

Some desyncronisations have been fixed in multiplayer city / port assault battles.

Crash fix for when multiple AI reinforcements arrive in a single player siege battle in Campaign mode.

Fix for crash when selecting Custom Battle mode after fighting several different Multiplayer battles.

Fix for a crash in 4v4 custom or multiplayer battles caused by the battle AI.

Fix for crash when cancelling a game request for a password protected game whilst in a Multiplayer battle lobby.

Fix some crashes in multiplayer campaign mode, when one player quit the game, it would cause the other player to crash.

Fixed a Multiplayer crash which happened when a client joined a lobby and was being allocated to the wrong slot.

Fix for a very rare crash when launching a new campaign.

Fixed rare battlefield loading lockup.

Fix for a rare crash caused by animal handlers in battles.

Fix for crash that happens when AI unit triggers raise banner special ability when no human units are selected in battles.

Gameplay Improvements

Reduced infantry run speed, charge speed and acceleration in battles.

The low level casualty moral penalties have been significantly reduced in battles.

Improved balancing for Food and Squalor in Campaign Mode.

Campaign AI is more likely to make a stand when defending its final settlement, but may still seek out another home, if they fear losing the final battle.

Encampments battles are no longer incorrectly merged with Coastal battles, which lead to forts floating in the air when a friendly navy reinforced an army in the Fortification stance.

Improved ship movement speeds in battles.

Shock cavalry run speed and charge speed have been increased in battles.

Increased flanking morale penalties.

Added icons to indicate activity in the Technology and Faction screens during a campaign.

Fix for the boarding/ramming button which showed the incorrect state in certain circumstances in battles.

Fix for a bug that sometimes made it impossible to exchange units between a transported land force and another land force on the Campaign map.

Fix for armies on the sea getting stuck in patrol stance in Campaign modes.

Fixed splitting an embedded army from a navy which sometimes caused the player to get stuck in the Prologue Campaign.

Some missions in single player and multiplayer Campaign have been fixed and now execute correctly.

When a settlement is captured via a siege battle, with a friendly naval fleet blockading its port, the ownership of the port is now changed correctly to the friendly navy fleet on capture.

Fix for defending armies under AI control grouping together at the edge of their deployment zone, during Ambush battles when the player choses to wait before attacking them.

Improved AI and scripting in the Raphia Historical Battle.

Fixed a bug preventing the player from progressing in The Invasion of Samnium prologue chapter, if they had spent all of their funds before being instructed to recruit a General (and therefore having no funds to do so).

The Attribute increases for an agent accompanying an army now activate its associated effects on the general of that army in Campaign modes.

Improved AI collision detection with Deployables in battle.

In Multiplayer Campaign mode, one player can no longer cancel recruitment during the other players turn.

The order of events leading up to the Battle of Bovianum in the prologue have been re-scripted. The player now gets multiple turns to construct siege equipment.

Fixed issues with not enough time being given for certain advisor lines to play in different languages in the prologue.

Fix for units floating in the air while climbing siege towers in battle, when the tower is placed on a slope.

Attacking siege ladders will no longer clip through the gate house in the siege on Bovianum battle during The Invasion of Samnium chapter in Prologue Campaign.

The victory screen in Multiplayer Campaign mode now shows the correct title for both players.

The Basilica of Vulcan religious building now applies the correct bonus to recruitment cost reduction in Campaign Mode.

Added level indicators to the Sanctuary of Austro & Sanctuary of Fraujaz shrines in Campaign mode and the Encyclopaedia.

Fix for "Rome Wasn't Built in a Day" achievement failing to unlock when its requirements were met in some situations.

The "Quaestor" achievement should now unlock correctly, when completing the Prologue campaign

Fixed the inability to select the previous faction, when an army is automatically loaded due to a battle type change during battle setup.

Improved the clarity of stats displayed for Slaves Economic Effect when placing the mouse over "Slaves" in the Province Details panel on the Campaign map.

Fix for rare cases of broken save games in Campaign mode.

Fix for Campaign mode bug, where a hostile agent and the players' ship became stuck in the same position, with neither one able to move.

Fix for very rare agent pathfinding issue, which caused the game progression to become impossible in Campaign modes.

Removed the ability to loading the wrong type of units into a battle from a saved army pre-set in Custom Battle mode.

In Multiplayer battle setup, unit restrictions related to "Battle type" are no longer desynchronised between the host and client, so only the correct units can be chosen.

Defending armies in an Ambush Battle can no longer load an army containing *Fixed Artillery and other Siege Equipment.

Fixed the tooltip displayed when placing the mouse over the garrison in enemy settlements, while the settlement is under siege.

The Public Order "Change per turn" stat is now displayed as the sum of all of its "Contributing Factors" on the Province Info panel in Campaign mode.

Right-clicking on the Aggressive, Balanced and Protective stance buttons when Autoresolving a battle in campaign mode will now take the player to the Encyclopedia, where these stances are explained in more detail.

More detailed descriptions added to the tooltips for the "Occupy, Loot and Raze" buttons after successfully capturing a settlement on the Campaign map.

Improved icons for Province Effects in Campaign mode.

Fixed an error with uploading stats when a multiplayer battle was ended prematurely.

The "Force March" movement effect on the campaign map (looks like a whirlwind) are now correctly removed from the screen when the AI move their army.

Correction to the Assault Hexeres unit card in the Parthia faction during battles, which had no colour mask and appeared black.

The buttons to change pages in the Leaderboards menu have been fixed, so more players can be seen on the Leaderboards.

The Provinces list in Campaign mode can now be scrolled with the mouse wheel.

Units in a recruitment queue, in a province with its capital under siege, now have an "infinity sign" icon to indicate that the "turns to recruit" is infinite while the siege is maintained in Campaign mode.

In the "Controls" menu under the "Settings" option in the main menu, when the player modifies the keyboard controls, and saves them, the new name for these controls is now replaces the "Classic Total War" name.

Added a tooltip to say "Left-click to remove unit from recruitment queue" for units that are queued for hire in Campaign mode.

Added a tooltip to make ruined buildings more obvious in Campaign mode.

Added tooltips to "Weather" and "Time of Day" settings in the Custom Battle menu.

Fixes and corrections for text in the encyclopaedia have been made.

Minor text and grammar corrections in Campaign Modes.

Fix for some German text not fitting into the available text space in the campaign mode user interface.

Fixed vehicle ground pipes, to prevent Siege Towers becoming immovable when they are left empty during the Deployment Phase of a Siege Battle, then units were moved into the Siege Tower when the battle has started.

Fixed bug when ramming sideways into moving ship, which caused the ramming ship stick to target and strafe along with it in battles.

Reduced the chance of Naval units sometimes clipping through the ground or harbours / ports during Port Assault battles when attempting to disembark.

Fixed issue where armies would be stuck in Muster stance and could not exit that stance in Campaign modes.

Fixed case where spies could get stuck on top of fleets in Campaign modes.

Fix for Multiplayer Campaign lock up when the player was reinforcing an AI ally who was victorious in battle, causing the player to become stuck with no victory / continue / exit battle user interface functionality.

Fix for cultural influence bonus from the Shrine of Neptune building

Fix for “Zone of Controls” of hidden armies being visible to both players in head to head Multiplayer Campaign mode on mouse-over.

Assorted minor fixes to city battle maps.

Fix for "Rome Wasn't Built in a Day" achievement failing to unlock when its requirements were met in some situations.